/*

        Copyright 2021 Etay Meiri

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

#ifndef OGLDEV_MATERIAL_H
#define OGLDEV_MATERIAL_H

#include "ogldev_texture.h"


struct PBRMaterial
{
    float Roughness = 0.0f;
    bool IsMetal = false;
    Vector3f Color = Vector3f(0.0f, 0.0f, 0.0f);
};


class Material {

 public:
    Vector3f AmbientColor = Vector3f(0.0f, 0.0f, 0.0f);
    Vector3f DiffuseColor = Vector3f(0.0f, 0.0f, 0.0f);
    Vector3f SpecularColor = Vector3f(0.0f, 0.0f, 0.0f);

    PBRMaterial PBRmaterial;

    // TODO: need to deallocate these
    Texture* pDiffuse = NULL; // base color of the material
    Texture* pSpecularExponent = NULL;
};


#endif
